![]() ![]() I know the graph interface sucks right now, it will be overhauled after major features are in. You can now "spawn" meshes on another mesh's vertices (or edges or face centers) and this is what it looks like: I added tesselation of primitives and instancing to the graph. Interestingly though, it took me several attempts and asking friends for graph-based modelling tools (they didn't know any either) before I found anything close (Substance 3D, Houdini) and through that I came to Blender. I don't expect any of my ideas to be original and time and time again I am proven right hehe. Building something like this without tests would be mAdnEsS!!ītw I learned about Blender's geometry nodes after I did the initial research because I was sure something like this had to exist. Reminds me: need to check how I can unit-test nodes and graphs. I tend to run out of steam when I cannot SEE results for too long - either visually, or as unit tests passing/failing. This is still related to what I showed above since I wanted to have the whole processing as modular as possible, and also visual for myself and a graph helps to force me into a modular workflow rather than having to come up with my own. Don't get me started on materials though, I suppose there's no other way than to create a prefab if I want to connect materials in here, since mesh assets apparently can't contain their own materials (at least not when you create them in Unity rather than import an FBX/OBJ). Output is a mesh asset with all the cubes and quads combined into a single mesh. ![]() I found myself evaluating node graphs and ended up throwing this together as a proof of concept and learning the graph stuff (too bad NodeGraphProcessor hasn't seen any updates for > 10 months - I decided to fork it, it is not without issues but also not difficult to work with): I mentioned before that I do not know what this is (or will be). ![]()
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